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pokemon daggerheart prep

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  • Lonestar85
    Lonestar85 Member Posts: 2,065 ✭✭✭✭✭
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    Sounds good. Status conditions seem fair with Poison being easier to avoid. 1/6 chance for normal Poison or 3/6 with Badly Poisoned is easier than the current Poison condition that marks a Stress with a result of 4 or lower(1/3 odds to avoid it). Also I might be cruel when suggesting this but I feel Badly Poisoned should get progressively worse each time it marks a Stress.

    Namely when you mark a stress from the badly poisoned condition, the next time you do so will mark 2 Stress, then 3 Stress and so on. This makes moves like Toxic or Poison Fang particularly deadly if they happen to succeed.

    As for Burn, I suppose there's no easy way to reduce Attack power other than maybe applying disadvantage on attack rolls that would deal Physical Damage.

    Paralysis seems fair, but part of me feels like the Entrances condition could apply here. Namely you roll your Fear die and on a result of 10 or greater, you gain the Entrance condition until your next action. Entrance prevents you from acting(just like paralysis does in Pokemon) but also makes you vulnerable(which with reduced speed makes some sense but we could remove this part).

    Entranced could also apply to Infatuation. Not sure what to do with Confused condition and Sleep + Frozen seem solid.

  • clasingla
    clasingla Member Posts: 7,761 ✭✭✭✭✭
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    I think entranced would probably work better for infatuation

    tho i think a better idea relating to the other effect of poison and burn is poison cuts down your magic damage by -2 and badly poison by -5 and burn cut your physical damage by -3

    confusion I'll probably work out later

  • clasingla
    clasingla Member Posts: 7,761 ✭✭✭✭✭
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    I should probably put this in the character sheet section eh… I'll do that tommorow

  • Hades0918
    Hades0918 Member Posts: 20,677 ✭✭✭✭✭
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  • Hades0918
    Hades0918 Member Posts: 20,677 ✭✭✭✭✭
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    I NEVER SAW THIS ENTIRE PAGE!!!

  • Hades0918
    Hades0918 Member Posts: 20,677 ✭✭✭✭✭
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    Awesome!

    I don't know how to make it anonymous, though

    Sorry

  • Hades0918
    Hades0918 Member Posts: 20,677 ✭✭✭✭✭
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    I didn't see the last two comments on 91, either!

  • Hades0918
    Hades0918 Member Posts: 20,677 ✭✭✭✭✭
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  • Lonestar85
    Lonestar85 Member Posts: 2,065 ✭✭✭✭✭
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    edited July 9 #921

    Nevermind on what I said earlier lol. Here's the gist.

    Catsuki-they/them played by Hades

    Species - Sprigatito

    Overgrow - Whenever you get below half health your grass type attacks do an additional d6 damage

    Deceitful Scent - gain +1 to your presence (based on violet entry)

    Moves

    Leafage- Grass does 1d4+1 phy damage

    Hone Claws - raises damage by 1 and on your next attack get a +1 bonus to hit

    Community - SlyBorne

    Scoundrel - You have advantage on rolls to negotiate with criminals, detect lies, or find place to hide.

    Subclass - Nightwalker

    Spellcast Trait - Finesse

    Shadow Stepper - you can move from shadow to shadow. When you move into an area of darkness or a shadow cast by another creature or object, you can mark a stress to disappear from where you are and reappear inside another shadow within far range. When you reappear, you are cloaked.

    Domain Cards

    Enrapture - Make a Spellcast Roll against a target within close range. On a Success, they become temporarily Enraptured. While Enraptured, a target’s attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Once per rest on a success, you can mark a Stress to force the Enraptured target to mark a stress as well.

    Pick and Pull - You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force)

    Cipher - she/her played by Pokemom

    Species - Eevee

    Run Away - You may go from far range to melee range without making an agility roll and can freely disengage with any encounter without giving the gm spotlight

    NO Clue - Have no idea yet

    Moves

    Quick Attack - normal does 1d4 phy damage next time you use a move spend 1 hope instead of 2

    Growl - your opponents attacks do 1 less damage

    Community - OrderBorne

    Dedicated - Record three sayings or values your upbringing instilled in you. Once per rest, when you describe how you’re embodying one of these principles through your current action, you can roll a d20 as your hope die.

    Subclass - Nightwalker

    Spellcast Trait - Finesse

    Shadow Stepper - you can move from shadow to shadow. When you move into an area of darkness or a shadow cast by another creature or object, you can mark a stress to disappear from where you are and reappear inside another shadow within far range. When you reappear, you are cloaked.

    Domain Cards

    Enrapture - Make a Spellcast Roll against a target within close range. On a Success, they become temporarily Enraptured. While Enraptured, a target’s attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Once per rest on a success, you can mark a Stress to force the Enraptured target to mark a stress as well.

    Pick and Pull - You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force)

    Caspian - he/him played by SiennasPokemon

    Species - Eevee

    Adaptability - add half the highest dice number to your roll of any attack of the same type

    NO Clue - Have no idea yet

    Moves

    Quick Attack - Normal does 1d4 phy damage next time you use a move spend 1 hope instead of 2

    Swift - Normal does 1d6 mag damage you may reroll one of your duality die on your next attack

    Community - Seaborne

    Know the Tide - you can sense the ebb and flow of life. When you roll with Fear, place a token on this card. You can hold a number of tokens equal to your level, Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent. At the end of each session, clear all unspent tokens.

    Subclass - Wayfinder

    Spellcast Trait - Agility

    Ruthless Predator - When you make a damage roll, you can mark a stress to gain a +1 bonus to your Proficiency. Additionally when you deal Severe Damage to an adversary, they must mark a Stress.

    Path Forward - When you’re traveling to a place you’ve previously visited or you carry an object that has been at the location before, you can identify the shortest, most direct path to your destination.

    Domain Cards

    Deft Maneuvers - Once per rest, mark a Stress to sprint anywhere within Far range without making an agility roll to get there. If you end this movement within melee range of an adversary and immediately make an attack roll against them, gain a +1 bonus to the attack roll.

    Gifted Tracker - When you’re tracking a specific creature or group of creatures based on signs of their passage, you can spend any number of Hope and ask the GM that many questions from the following list. 1. What direction did they go? 2. How long ago did they pass through? 3. What were they doing in this location? 4. How many of them were here? When you encounter creatures you’ve trafficked in this way gain a +1 bonus to your Evasion against them.

    Zero- he/him played by ShadowSylveon

    Species - Eevee

    Adaptability - add half the highest dice number to your roll of any attack of the same type

    NO Clue - Have no idea yet

    Moves

    Baby Doll Eyes - your Opponent damage is decreased by 1 your next move only cost 1 hope

    Helping Hand - Add an additional d6 dam to one of your allies next attack

    Community - Loreborne

    Well-read - You have advantage on rolls that involve the history, culture, or politics of a prominent person or place.

    Subclass - Divine Wielder

    Spellcast Trait - Strength

    Spirit Weapon - When you have an equipped weapon with a range of Melee or very close, it can fly from your hand to attack an adversary within close range and then return to you. You can mark a Stress to target an additional adversary within range with the same attack roll

    Sparing Touch - Once per long rest, touch a creature and clear 2 Hit Points or 2 Stress from them

    Domain Cards

    Bolt Beacon - Make a Spellcast Roll against a target within Far range. On a Success, Spend a Hope to send a bolt of shimmering light toward them, dealing d8+2 magic damage using your proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared.

    Mending Touch - You lay your hands upon a creature and channel healing magic to close their wounds. When you can take a few minutes to focus on the target you’re helping, you can spend 2 Hope to clear a Hit Point or a Stress on them. Once per long rest, when you spend this healing time learning something new about them or revealing something about yourself, you can clear 2 Hit points or 2 Stress on them instead.

    Katara- she/her played by LoneStar

    Species - Alolan Vulpix

    Snow Warning - once per 1d4 long rest you may create a snowstorm within close range

    Snow bundle - gain +2 evasion while in snowy area (based on let’s go entry )

    Moves

    Powder Snow - Ice deals 1d4 mag damage roll a d10 on a 10 your opponent is also frozen

    Tail Whip - temporarily lowers your opponents damage threshold by 1

    Community - Seaborne

    Know the Tide - you can sense the ebb and flow of life. When you roll with Fear, place a token on this card. You can hold a number of tokens equal to your level, Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent. At the end of each session, clear all unspent tokens.

    Subclass - Elemental Origin

    Spellcast Trait - Instinct

    Elementalist - Choose one of the following elements at character creation (chose water) You can shape this element into harmless effects. Additionally, spend a Hope and describe how your control over this element helps an action roll you’re about to make, then either gain a +2 bonus to the roll or a +3 bonus to the roll’s damage

    Domain Cards

    Rune Ward - You have a deeply personal trinket that can be infused with protective magic and held as a ward by you or an ally. Describe what it is and why it’s important to you. The ward’s holder can spend a Hope to reduce incoming damage by 1d8. If the Ward Die result is 8, the ward’s power ends after it reduces damage this turn. It can be recharged for free on your next rest.

    Unleash Chaos - At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card. Make a Spellcast Roll against a target withing Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them. On a success, roll a number of d10’s equal to the tokens you spent and deal that much magic damage to the target. Mark a Stress to replenish this card with tokens (up to your Spellcast trait). At the end of each session, clear all unspent tokens